mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-10 22:05:06 +00:00
examples: Fix some example shaders and add new ones
* Fixed 'Pixelator's color transition point being off-center and uncontrollable. * Fixed 'Drunk' filter not working at all. * Added an inverted mode to 'Luma Burn'. * Added exponential Luma to 'Luma Burn'. * Fixed odd color behavior in the 'Color Shift' transition by switching out HSL with HSV. * Added a new 'Sliding Bars' transition shader, for an example of it see this clip: https://clips.twitch.tv/RacyEndearingHorseradishAMPTropPunch .
This commit is contained in:
parent
984a1132bf
commit
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5 changed files with 284 additions and 81 deletions
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@ -15,22 +15,17 @@ uniform float4x4 Random<
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string name = "Random Array";
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string description = "A float4x4 value containing random values between 0 and 1";
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>;
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uniform texture2d ImageSource<
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bool visible = false;
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string name = "Source Texture (Filter, Transition)";
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform float2 ImageSource_Size<
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bool visible = false;
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string name = "Source Texture Size (Filter, Transition)";
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>;
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uniform float2 ImageSource_Texel<
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bool visible = false;
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string name = "Source Texture Texel Size (Filter, Transition)";
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uniform texture2d InputA<
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bool automatic = true;
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>;
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// Shader Parameters
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uniform float p_drunk_strength<
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bool visible = true;
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string field_type = "slider";
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string name = "Strength";
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float minimum = 0.;
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float maximum = 100.;
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@ -38,6 +33,7 @@ uniform float p_drunk_strength<
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> = 25.0;
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uniform float p_drunk_speed<
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bool visible = true;
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string field_type = "slider";
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string name = "Speed";
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float minimum = 0.;
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float maximum = 100.;
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@ -56,19 +52,11 @@ struct VertData {
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float2 uv : TEXCOORD0;
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};
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struct FragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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FragData VSDefault(VertData v_in) {
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FragData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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VertData VSDefault(VertData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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return vtx;
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}
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// ---------- Fixed Color
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#define MAX_PTS 5
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#define MAX_LINE 5.
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@ -96,30 +84,30 @@ float2 mult_at(int x, int y) {
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return mult;
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}
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float4 PS_Drunk(FragData v_in) : TARGET {
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float2 uvs[MAX_PTS + 1][MAX_PTS + 1];
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float4 PSDrunkStage1(VertData vtx) : TARGET {
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float2 uvs[MAX_PTS + 1][MAX_PTS + 1];
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for (int x = 0; x <= MAX_PTS; x++) {
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for (int y = 0; y <= MAX_PTS; y++) {
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float2 off = float2(0, 0);
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if ((x > 0) && (x < MAX_PTS)) {
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off.x = cos(Time.y * p_drunk_speed + random_time_at(x, y)) * ImageSource_Texel.x;
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off.x = cos(Time.x * p_drunk_speed + random_time_at(x, y)) * ViewSize.z;
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}
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if ((y > 0) && (y < MAX_PTS)) {
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off.y = sin(Time.y * p_drunk_speed + random_time_at(x, y)) * ImageSource_Texel.y;
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off.y = sin(Time.x * p_drunk_speed + random_time_at(x, y)) * ViewSize.w;
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}
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off *= (p_drunk_strength / 100.0) * ImageSource_Size * 0.5 * mult_at(x, y);
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off *= (p_drunk_strength / 100.0) * ViewSize.xy * 0.5 * mult_at(x, y);
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uvs[x][y] = float2(x / MAX_LINE + off.x, y / MAX_LINE + off.y);
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}
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}
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float2 fade = frac(v_in.uv * MAX_LINE);
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float2 fade = frac(vtx.uv * MAX_LINE);
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fade = (sin((fade - 0.5) * 3.141) + 1.0) * 0.5;
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int2 _low = int2(floor(v_in.uv * MAX_LINE));
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int2 _hig = int2(ceil(v_in.uv * MAX_LINE));
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int2 _low = int2(floor(vtx.uv * MAX_LINE));
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int2 _hig = int2(ceil(vtx.uv * MAX_LINE));
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float2 uv = v_in.uv;
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float2 uv = vtx.uv;
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float2 uv_tl = uvs[_low.x][_low.y];
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float2 uv_tr = uvs[_hig.x][_low.y];
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float2 uv_bl = uvs[_low.x][_hig.y];
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@ -129,14 +117,14 @@ float4 PS_Drunk(FragData v_in) : TARGET {
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float2 uv_b = lerp(uv_bl, uv_br, fade.x);
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uv = lerp(uv_t, uv_b, fade.y);
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return ImageSource.Sample(def_sampler, uv);
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return InputA.Sample(def_sampler, uv);
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PS_Drunk(v_in);
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSDrunkStage1(vtx);
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}
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}
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@ -56,59 +56,29 @@ VertData VSDefault(VertData v_in) {
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return vert_out;
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}
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float4 HSLtoRGB(float4 HSLA) {
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float3 rgb = clamp(
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abs(
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fmod(
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HSLA.x * 6.0 + float3(0.0, 4.0, 2.0),
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6.0
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) - 3.0
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) - 1.0,
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0.0,
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1.0
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);
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return float4(HSLA.z + HSLA.y * (rgb - 0.5) * (1.0 - abs(2.0 * HSLA.z - 1.0)), HSLA.a);
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float4 RGBtoHSV(float4 RGBA) {
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const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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const float e = 1.0e-10;
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float4 p = lerp(float4(RGBA.bg, K.wz), float4(RGBA.gb, K.xy), step(RGBA.b, RGBA.g));
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float4 q = lerp(float4(p.xyw, RGBA.r), float4(RGBA.r, p.yzx), step(p.x, RGBA.r));
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float d = q.x - min(q.w, q.y);
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return float4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, RGBA.a);
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}
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float4 RGBtoHSL(float4 RGBA) {
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float h = 0.0;
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float s = 0.0;
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float l = 0.0;
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float r = RGBA.r;
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float g = RGBA.g;
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float b = RGBA.b;
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float cMin = min( r, min( g, b ) );
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float cMax = max( r, max( g, b ) );
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l = ( cMax + cMin ) / 2.0;
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if ( cMax > cMin ) {
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float cDelta = cMax - cMin;
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//s = l < .05 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) ); Original
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s = l < .0 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) );
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if ( r == cMax ) {
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h = ( g - b ) / cDelta;
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} else if ( g == cMax ) {
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h = 2.0 + ( b - r ) / cDelta;
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} else {
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h = 4.0 + ( r - g ) / cDelta;
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}
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if ( h < 0.0) {
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h += 6.0;
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}
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h = h / 6.0;
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}
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return float4( h, s, l, RGBA.a );
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float4 HSVtoRGB(float4 HSVA) {
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const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float4 v = float4(0,0,0,0);
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v.rgb = HSVA.z * lerp(K.xxx, clamp(abs(frac(HSVA.xxx + K.xyz) * 6.0 - K.www) - K.xxx, 0.0, 1.0), HSVA.y);
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v.a = HSVA.a;
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return v;
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}
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float4 PSDefault(VertData v_in) : TARGET {
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 hslA = RGBtoHSL(sampleA);
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float4 hslB = RGBtoHSL(sampleB);
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float4 hslA = RGBtoHSV(sampleA);
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float4 hslB = RGBtoHSV(sampleB);
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float4 hslT = hslB - hslA;
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if (hslT.r > 0.5) {
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hslB.r = 1.0 + (-1.0 + hslB.r);
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@ -120,7 +90,7 @@ float4 PSDefault(VertData v_in) : TARGET {
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hslB.b = 1.0 + (-1.0 + hslB.b);
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}
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float4 rgb = HSLtoRGB(lerp(hslA, hslB, TransitionTime));
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float4 rgb = HSVtoRGB(lerp(hslA, hslB, TransitionTime));
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return rgb;
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}
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@ -37,6 +37,18 @@ uniform float Sharpness<
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float scale = 1.0;
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> = 10.0;
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uniform bool LumaIsExponential<
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string name = "Is Luminosity exponential?";
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>;
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uniform float LumaExponent<
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string name = "Luminosity Exponent";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 500.;
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float step = .01;
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float scale = .01;
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> = 150.;
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// ---------- Shader Code
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sampler_state def_sampler {
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AddressU = Clamp;
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@ -65,6 +77,9 @@ float4 RGBtoYUV(float4 rgba, float3x3 yuv) {
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) + float4(0,0.5,0.5,0);
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}
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#define C_e 2,7182818284590452353602874713527
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#define C_log2_e 1.4426950408889634073599246810019 // Windows calculator: log(e(1)) / log(2)
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float4 PSDefault(VertData v_in) : TARGET {
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const float3x3 mYUV709n = { // Normalized
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0.2126, 0.7152, 0.0722,
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float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
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float sharpinv = 1.0 / Sharpness;
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float transition = sharpinv + sampleAYUV.r * (1.0 - sharpinv);
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float luma = sampleAYUV.r;
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if (LumaIsExponential) {
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luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
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}
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float transition = sharpinv + luma * (1.0 - sharpinv);
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transition -= TransitionTime;
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transition *= Sharpness;
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transition += 0.5;
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pixel_shader = PSDefault(v_in);
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}
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}
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float4 PSInverse(VertData v_in) : TARGET {
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const float3x3 mYUV709n = { // Normalized
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0.2126, 0.7152, 0.0722,
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-0.1145721060573399, -0.3854278939426601, 0.5,
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0.5, -0.4541529083058166, -0.0458470916941834
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};
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 sampleAYUV = RGBtoYUV(sampleA, mYUV709n);
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float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
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float sharpinv = 1.0 / Sharpness;
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float luma = (1.0 - sampleAYUV.r);
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if (LumaIsExponential) {
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luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
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}
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float transition = sharpinv + luma * (1.0 - sharpinv);
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transition -= TransitionTime;
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transition *= Sharpness;
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transition += 0.5;
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transition = clamp(transition, 0., 1.);
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return sampleB * (1.0 - transition) + sampleA * (transition);
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//return transition;
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}
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technique DrawInverse
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSInverse(v_in);
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}
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}
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@ -56,6 +56,14 @@ uniform float2 _3_blockOffset<
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float2 maximum = {100., 100.};
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float2 scale = {0.01, 0.01};
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> = {50., 50.};
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uniform float _4_transitionRange<
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string name = "Transition Range";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 100.;
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float scale = .005;
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float step = .01;
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> = 25.0;
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// ---------- Shader Code
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sampler_state def_sampler {
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@ -104,7 +112,13 @@ float4 PSDefault(VertData v_in) : TARGET {
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float4 sampleA = InputA.Sample(def_sampler, finalUV);
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float4 sampleB = InputB.Sample(def_sampler, finalUV);
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float4 rgb = lerp(sampleA, sampleB, clamp((TransitionTime - 0.45) * (1.0 / 0.45), 0., 1.));
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float transition = clamp(
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((TransitionTime - 0.5) / _4_transitionRange) * .5 + .5,
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0.,
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1.
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);
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float4 rgb = lerp(sampleA, sampleB, transition);
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return rgb;
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}
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175
data/examples/shaders/transition/sliding-bars.effect
Normal file
175
data/examples/shaders/transition/sliding-bars.effect
Normal file
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@ -0,0 +1,175 @@
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// Always provided by OBS
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uniform float4x4 ViewProj<
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bool automatic = true;
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string name = "View Projection Matrix";
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool automatic = true;
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string name = "Time Array";
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string description = "A float4 value containing the total time, rendering time and the time since the last tick. The last value is a random number between 0 and 1.";
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>;
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uniform float4x4 Random<
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bool automatic = true;
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string name = "Random Array";
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string description = "A float4x4 value containing random values between 0 and 1";
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform texture2d InputB<
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bool automatic = true;
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>;
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uniform float TransitionTime<
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bool automatic = true;
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>;
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uniform int2 TransitionSize<
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bool automatic = true;
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>;
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uniform bool _49_FadeToColor<
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string name = "Fade To Color?";
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> = true;
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uniform float4 _50_Color<
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string name = "Color";
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string field_type = "slider";
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float4 minimum = {0.,0.,0.,0.};
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float4 maximum = {100.,100.,100.,100.};
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float4 scale = {.01,.01,.01,.01};
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float4 step = {.01,.01,.01,.01};
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> = {0., 0., 0., 100.};
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uniform float _100_Rotation<
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string name = "Rotation";
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string field_type = "slider";
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float minimum = -90.;
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float maximum = 90.;
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float scale = 1.;
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float step = .01;
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> = 30.;
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uniform float _200_Bars<
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string name = "Number of Bars";
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string field_type = "slider";
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float minimum = 1.;
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float maximum = 100.;
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float scale = 1.;
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float step = .5;
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> = 20.;
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// ---------- Shader Code
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sampler_state def_sampler {
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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#define PI 3.1415926535897932384626433832795
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#define TO_RAD(x) (x * (PI/180.))
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#define TO_DEG(x) (x * (180./PI))
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VertData VSDefault(VertData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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return vtx;
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}
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float2 rotate2D(float2 xy, float angle) {
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float s = sin(angle);
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float c = cos(angle);
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return float2(xy.x * c + xy.y * s, xy.x * -s + xy.y * c);
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}
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// https://www.shadertoy.com/view/4dXBRH
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float hash( in float2 p ) // replace this by something better
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{
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p = 50.0*frac( p*0.3183099 + float2(0.71,0.113));
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return -1.0+2.0*frac( p.x*p.y*(p.x+p.y) );
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}
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// return value noise (in x) and its derivatives (in yz)
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float3 noised( in float2 p )
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{
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float2 i = floor( p );
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float2 f = frac( p );
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// quintic interpolation
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float2 u = f*f*f*(f*(f*6.0-15.0)+10.0);
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float2 du = 30.0*f*f*(f*(f-2.0)+1.0);
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float va = hash( i + float2(0.0,0.0) );
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float vb = hash( i + float2(1.0,0.0) );
|
||||
float vc = hash( i + float2(0.0,1.0) );
|
||||
float vd = hash( i + float2(1.0,1.0) );
|
||||
|
||||
float k0 = va;
|
||||
float k1 = vb - va;
|
||||
float k2 = vc - va;
|
||||
float k4 = va - vb - vc + vd;
|
||||
|
||||
return float3( va+(vb-va)*u.x+(vc-va)*u.y+(va-vb-vc+vd)*u.x*u.y, // value
|
||||
du*(u.yx*(va-vb-vc+vd) + float2(vb,vc) - va) ); // derivative
|
||||
}
|
||||
|
||||
bool compare_a_b(float time, float x, float dir) {
|
||||
if (dir < .5) {
|
||||
return time > x;
|
||||
} else {
|
||||
return (1. - time) < x;
|
||||
}
|
||||
}
|
||||
|
||||
float4 PSDefault(VertData vtx) : TARGET {
|
||||
float2 ruv = (rotate2D(vtx.uv - .5, TO_RAD(_100_Rotation)) + .5);
|
||||
|
||||
float bar_offset_max = .2;
|
||||
float bar_id = floor(ruv.y * _200_Bars);
|
||||
float bar_offset = 0.;
|
||||
float bar_direction = 0.;
|
||||
if (TransitionTime < .5 || !_49_FadeToColor) {
|
||||
bar_offset = noised(float2(bar_id, 0.)).x * bar_offset_max;
|
||||
bar_direction = step(noised(float2(bar_id, 1.)).x, .5);
|
||||
} else {
|
||||
bar_offset = noised(float2(bar_id, 1.)).x * bar_offset_max;
|
||||
bar_direction = step(noised(float2(bar_id, 0.)).x, .5);
|
||||
}
|
||||
|
||||
if (_49_FadeToColor) {
|
||||
float bar_time_a = (TransitionTime * 3.) + bar_offset;
|
||||
float bar_time_b = (TransitionTime * 3. - 2.) - bar_offset;
|
||||
if (compare_a_b(bar_time_a, vtx.uv.x, bar_direction)) {
|
||||
if (compare_a_b(bar_time_b, vtx.uv.x, bar_direction)) {
|
||||
return InputB.Sample(def_sampler, vtx.uv);
|
||||
} else {
|
||||
return _50_Color;
|
||||
}
|
||||
} else {
|
||||
return InputA.Sample(def_sampler, vtx.uv);
|
||||
}
|
||||
} else {
|
||||
float bar_time_a = clamp((TransitionTime + bar_offset) / (1. - bar_offset_max), 0., 1.);
|
||||
if (compare_a_b(bar_time_a, vtx.uv.x, bar_direction)) {
|
||||
return InputB.Sample(def_sampler, vtx.uv);
|
||||
} else {
|
||||
return InputA.Sample(def_sampler, vtx.uv);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
technique Draw
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_shader = VSDefault(vtx);
|
||||
pixel_shader = PSDefault(vtx);
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue